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	<title>Red 5 Studios</title>
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	<link>http://www.red5studios.com</link>
	<description>Home of Red 5 Studios</description>
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		<title>New Home on the Internet</title>
		<link>http://www.red5studios.com/2010/03/new-home-on-the-internet/</link>
		<comments>http://www.red5studios.com/2010/03/new-home-on-the-internet/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 02:34:16 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=268</guid>
		<description><![CDATA[For those of you that frequent the Red 5 website, you may notice a few changes. A few years on the Internet is worth many decades in real life. With that considered, our website was still wearing a mullet and an REO Speedwagon t-shirt. It was high time we made some changes around here. Take [...]]]></description>
			<content:encoded><![CDATA[<p>For those of you that frequent the Red 5 website, you may notice a few changes. A few years on the Internet is worth many decades in real life. With that considered, our website was still wearing a mullet and an REO Speedwagon t-shirt. It was high time we made some changes around here. Take a look around and enjoy the new theme that was put together with the help of our friend, Shawn Hedrick.</p>
<p>With this new website, we also hope to bring you content on a more frequent basis. We realize that it&#8217;s been quiet for too long and we want to make changes on that front. Be sure to take a look at <a href="/the-tribe/">The Tribe</a> page and get to know the people behind Red 5 Studios.</p>
<p>For those of you that are really on the ball, you&#8217;ll notice a new <a href="/media/">Media</a> section. We&#8217;ve got some really nice concept work up there for you to enjoy. We&#8217;ll continue to update that with new shots as we can. As always, feel free to send your comments to contact@red5studios.com. See you soon.</p>
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		<item>
		<title>Game Developers Conference 2010</title>
		<link>http://www.red5studios.com/2010/03/game-developers-conference-2010/</link>
		<comments>http://www.red5studios.com/2010/03/game-developers-conference-2010/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 05:22:41 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=220</guid>
		<description><![CDATA[Our very own Jeff Lawniczak is going to be wandering the floor up in San Francisco during the Game Developers Conference. If you see him, be sure to stop him and hand him a business card. Perhaps even take a photo with the man and submit it to us. Who knows what you might get [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_243" class="wp-caption alignleft" style="width: 100px"><a href="/wp-content/uploads/2010/02/jeffl.jpg"><img class="size-thumbnail wp-image-243  " title="Jeff" src="/wp-content/uploads/2010/02/jeffl-150x140.jpg" alt="Jeff" width="90" height="84" /></a><p class="wp-caption-text"> </p></div>
<p>Our very own <a href="/the-tribe/jeffl/">Jeff Lawniczak</a> is going to be wandering the floor up in San Francisco during the Game Developers Conference. If you see him, be sure to stop him and hand him a business card. Perhaps even take a photo with the man and submit it to us. Who knows what you might get in return&#8230;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Senior Game Designer</title>
		<link>http://www.red5studios.com/2010/02/senior-game-designer/</link>
		<comments>http://www.red5studios.com/2010/02/senior-game-designer/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 21:41:06 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=116</guid>
		<description><![CDATA[What&#8217;s It All About
You can’t get enough of playing and designing multiplayer,  competitive shooters. You are almost always at the top of the ranks and  have a deep understanding of what makes for fun and competitive  gameplay. But you also are able to identify with the needs of casual  gamers, recognizing [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>You can’t get enough of playing and designing multiplayer,  competitive shooters. You are almost always at the top of the ranks and  have a deep understanding of what makes for fun and competitive  gameplay. But you also are able to identify with the needs of casual  gamers, recognizing the activities, hooks and helpful UI and feedback  elements that will draw more players into your game.</p>
<p><span id="more-116"></span></p>
<h4>A Typical Day</h4>
<p>After enjoying a nice cup of coffee, you jump into a meeting with  your feature team: a cross-disciplinary group of artists, designers and  programmers that is responsible for weapons design. You realize that a  good weapon has to function, feel, look and sound great, so you and the  team brainstorm the look and feel of a new weapon you’ve been planning  with the designers before dividing up the tasks. You agree to meet back  in a day or two to see how things are coming along. Meanwhile, you jump  into your second feature team in charge of a particular map for the  game. You describe the new weapon that you’ve been planning with the  other team, and you quickly sketch out a few ways that it could be  useful in the new map. The whole team gets excited about the  possibilities, and working together with the weapons team, sets a goal  to get weapon and map into next week’s playtest.</p>
<h4>Who You Work With the Most</h4>
<p>You work closely with the Lead Designer and Class Lead to help set  up overall goals for the gameplay and co-ordinate with the team to  rally around a common vision. On your feature teams, you are often  working with artists and programmers, and together directly implementing  the feature your team is responsible for.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>Experience designing combat systems, levels or other key design  elements for multiplayer online shooters.</li>
<li>Excellent Communication and Organizational skills</li>
<li>Passion for playing online shooters at a competitive level</li>
<li>Great people skills, able to work in multi-disciplinary, team  oriented environments.</li>
<li>A sense of fun.</li>
</ul>
<div>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/design/senior-game-designer/jobs@red5studios.com">jobs@red5studios.com</a></p>
</div>
]]></content:encoded>
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		<item>
		<title>Senior Level Designer</title>
		<link>http://www.red5studios.com/2010/02/senior-level-designer/</link>
		<comments>http://www.red5studios.com/2010/02/senior-level-designer/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 21:40:04 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=114</guid>
		<description><![CDATA[What&#8217;s It All About
You love designing spaces for groups of players to strut their  stuff. You live for the hoots and hollers that erupt during a gameplay  test based on the levels your team has created. You also love coaching  and developing new talent, driving their creativity to create compelling  multiplayer [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>You love designing spaces for groups of players to strut their  stuff. You live for the hoots and hollers that erupt during a gameplay  test based on the levels your team has created. You also love coaching  and developing new talent, driving their creativity to create compelling  multiplayer competition. You have a strong sense of level flow, balance  and timing, but you also have an artistic side, and are comfortable  working with artists to ensure your levels are as breathtakingly  beautiful as they are fun to play.</p>
<p><span id="more-114"></span></p>
<h4>A Typical Day</h4>
<p>One of the level designers is having trouble getting players to  understand what to do in the game. You put your own level work aside for  the moment and you listen through the issues and review the playtest  feedback from the team. Instead of just stating the solution, you guide  the level designer through the problem by asking probing questions and  getting them to think through the problems on their own. Eventually a  light bulb goes off, and they know what to do, and the two of you form  an action plan to address the issue and retest the level.</p>
<h4>Who You Work With the Most</h4>
<p>Your work puts you in contact with many programmers and designers.  Aside from spending your time coaching and developing the other level  designers, you are also on your own multi-disciplinary team, creating a  key level or encounter for the game. You work with the programmers to  improve your tools, and you work with artists to closely weld art and  gameplay together.  Work with the other team leads to ensure that the  work your team is generating is in line with the overall products goals.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>Senior experience on a multiplayer shooter based title.</li>
<li>Fluent in at least one type of level editor (UnrealEd, Hammer,  etc.)</li>
<li>Experienced scripting gameplay.</li>
<li>3DS Max experience a plus.</li>
<li>Passion for creating great online games.</li>
<li>Great people skills, able to work in multi-disciplinary, team  oriented environments.</li>
<li>A sense of fun.</li>
<li>Passion for playing online shooters at a competitive level.</li>
</ul>
<div>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/design/senior-level-designer/jobs@red5studios.com">jobs@red5studios.com</a></p>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Senior Gameplay Programmer</title>
		<link>http://www.red5studios.com/2010/02/senior-gameplay-programmer/</link>
		<comments>http://www.red5studios.com/2010/02/senior-gameplay-programmer/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 21:38:52 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=112</guid>
		<description><![CDATA[What&#8217;s It All About
You look at massively multiplayer online games as a collection of  systems and code. You love watching players encounter the new features  and systems you’ve written, allowing them to interact with the world and  perhaps even create new things within it. Item creation, guild systems,  spells and abilities—anything [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>You look at massively multiplayer online games as a collection of  systems and code. You love watching players encounter the new features  and systems you’ve written, allowing them to interact with the world and  perhaps even create new things within it. Item creation, guild systems,  spells and abilities—anything the players can interact with is in your  purview.</p>
<p>During the design process you’re all about prototyping game systems, and  both before and after release you want to make sure the logic on the  server that governs these systems is sound. Building upon the  fundamental server architecture, you and the other gameplay programmers  code the systems players will utilize over and over again.</p>
<p><span id="more-112"></span></p>
<h4>A Typical Day</h4>
<p>You spend your morning working with the design team going over a  prototype for the spells and class abilities system. It’s important you  determine what underlying technology is necessary if you’re going to  make the system work. After coming up with a basic plan you meet with  the server and AI engineers to make certain the technology groundwork  exists to implement the feature. You outline a basic specification on  the wiki and pass it around for input. While you are waiting on  feedback, you hit the bug database and knock off the last remaining  issues with the last system you implemented.</p>
<h4>Who You Work With the Most</h4>
<p>You collaborate with the other programmers before implementing any  new features or procedural changes, trying to get the best idea on how  to tackle any issue. You also spend a lot of time working with the  design team. You’re part game designer yourself, but with your  programming knowledge you’re able to ask questions and steer the game  designers toward feature solutions that take advantage of your existing  code and technology. When they propose a feature, you can come back with  mechanical solution suggestions that make sense, both to the  programmers and the designers.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>4+ years C/C++ programmer</li>
<li>2+ years programming PC games</li>
<li>Networked multiplayer experience</li>
<li>Experience working closely with designers</li>
<li>Excellent and self-driven optimizer</li>
<li>Passion for games and MMOs</li>
</ul>
<div>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/programming/senior-gameplay-programmer/jobs@red5studios.com">jobs@red5studios.com</a></p>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Senior Network/Server Programmer</title>
		<link>http://www.red5studios.com/2010/02/senior-networkserver-programmer/</link>
		<comments>http://www.red5studios.com/2010/02/senior-networkserver-programmer/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 21:38:00 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=110</guid>
		<description><![CDATA[What&#8217;s It All About
You are driven to solve difficult architectural challenges in the  design and implementation of server clusters and client/server game  programming. You enjoy figuring out how to get the most out of multi  processor servers and limited bandwidth to support great online  gameplay. You are comfortable with complicated multi-threaded [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>You are driven to solve difficult architectural challenges in the  design and implementation of server clusters and client/server game  programming. You enjoy figuring out how to get the most out of multi  processor servers and limited bandwidth to support great online  gameplay. You are comfortable with complicated multi-threaded  environments and asynchronous network code and understand the  complexities of highly scalable server architectures.</p>
<p><span id="more-110"></span></p>
<h4>A Typical Day</h4>
<p>You’ve just reconfigured the network protocol to support reliable  transport over UDP, now it’s time to test it.  You’ve previously created a graphic-less game client that you can use to  send well formed and not so well formed packets to your new network  layer, running several test protocols to ensure the new transport layer  works as intended. Since things seem to be running smoothly, its now  time to start adapting the client to support load testing by creating  thousands of connections to your new server, the ultimate test before  releasing the new code into the daily build.</p>
<h4>Who You Work With the Most</h4>
<p>Since your work is so central to the game, you end up supporting  many designers and programmers on small, multidisciplinary teams to  implement gameplay, combat, and many other features. You also work  closely with IT to help design the datacenters that will host the game,  and you are often mentoring new programmers who have to learn the  complexities of the systems you have created.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>Prior experience implementing network gameplay over TCP/IP or UDP protocols.</li>
<li>Fluent in C++ and Linux based server environments.</li>
<li>MySQL experience and familiarity with Web 2.0 scalability  techniques.</li>
<li>Experience coding in highly threaded, asynchronous distributed  environments.</li>
<li>Passion for creating great online games.</li>
<li>Great people skills, able to work in multi-disciplinary, team  oriented environments.</li>
<li>A sense of fun.</li>
</ul>
<div>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/programming/senior-networkserver-programmer/jobs@red5studios.com">jobs@red5studios.com</a></p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://www.red5studios.com/2010/02/senior-networkserver-programmer/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Senior Tools Programmer</title>
		<link>http://www.red5studios.com/2010/02/senior-tools-programmer/</link>
		<comments>http://www.red5studios.com/2010/02/senior-tools-programmer/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 21:37:04 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=108</guid>
		<description><![CDATA[What&#8217;s It All About
Your work makes a game overflowing with awesome content possible.  Excellent tools double or triple the productivity of each designer and  artist, and make the impossible, possible.  You believe tools shouldn’t  be “rough around the edges”; they should be polished, well thought-out,  and most of all, FUN [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>Your work makes a game overflowing with awesome content possible.  Excellent tools double or triple the productivity of each designer and  artist, and make the impossible, possible.  You believe tools shouldn’t  be “rough around the edges”; they should be polished, well thought-out,  and most of all, FUN to use. If the tools you  create don’t match the highest standards, how can the games you design?</p>
<p><span id="more-108"></span></p>
<h4>A Typical Day</h4>
<p>You start off spending your morning finishing off a new, fast,  indexed search system for game assets.  It’s finally done, and the  artists who normally spend ten minutes at a time thrashing around just  to find one specific asset can now spend more time drawing and less time  searching.  That three weeks of work just saved the team years of  effort, and you can see the results in their productivity. Afterward,  while looking through your email, you notice one of the designers  mentioning he’s been spending a lot of time doing a task you realize  could be automated.  You outline a fix that should make the designer’s  life easier, get a design together, and start working on a new tool.</p>
<h4>Who You Work With the Most</h4>
<p>Because the editor interfaces with everyone, you end up working  with the entire team.  You work with gameplay programmers extensively,  defining data standards and supporting new features for the designers  and artists to use. You work with designers, artists, and world  builders, figuring out what tools you can create to improve their work  and talking to them about their needs and what new features you can  implement.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>Prior experience creating great tools, user interfaces or  workflows.</li>
<li>Significant experience and capability with C#.</li>
<li>Deep understanding of threading and event model within C# and WPF a plus.</li>
<li>Additional experience with C/C++</li>
<li>Experience integrating applications with SQL  databases.</li>
<li>Experience designing &amp; implementing GUIs.  WPF  experience a plus.</li>
<li>Passion for creating great online games.</li>
<li>Great people skills, able to work in multi-disciplinary, team  oriented environments.</li>
<li>A sense of fun.</li>
</ul>
<div>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/programming/senior-tools-programmer/jobs@red5studios.com">jobs@red5studios.com</a></p>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Senior Animator</title>
		<link>http://www.red5studios.com/2010/02/senior-animator/</link>
		<comments>http://www.red5studios.com/2010/02/senior-animator/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 21:12:34 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://67.23.40.173/?p=88</guid>
		<description><![CDATA[What&#8217;s It All About
You breathe life into the worlds we create. Whether you’re  animating a character with two legs or six legs, you make their  movements believable and memorable. From the smallest, nuanced gesture  to all-out action, your understanding of weight and timing transcends  the 2D confines of an animation program, [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>You breathe life into the worlds we create. Whether you’re  animating a character with two legs or six legs, you make their  movements believable and memorable. From the smallest, nuanced gesture  to all-out action, your understanding of weight and timing transcends  the 2D confines of an animation program, making the player truly connect  with their characters and the enemies they fight.</p>
<p><span id="more-88"></span></p>
<h4>A Typical Day</h4>
<p>After a refreshing cup of morning coffee, you sit down and look at  the animation work you did yesterday. Is it just you or does that run  cycle look a little “floaty”? You call over another animator to get a  second opinion – yup, looks like it could use a little more weight. He  suggests that after lunch you and he grab a camera and shoot some  reference video of that particular run. Later in the afternoon, you take  an hour to sit down with one of the modelers and talk about some of the  high-level weapons being designed. What could we animate to make them  look cooler?</p>
<h4>Who You Work With the Most</h4>
<p>You and the other animators are a tight-nit group that are  regularly critiquing each other’s work. It is vital that animation tips,  tricks and techniques are shared within the team. By developing a  rapport with the artists and the designers, you’re able to understand  where they’re going with different ideas as well, making sure your  animations reflect the personalities of the characters and monsters you  create.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>Outstanding animation skills. The ability to give life to both  creatures and mechanical objects.</li>
<li>Experience shipping games with great keyframe animation</li>
<li>Outstanding animation skills. The ability to give life to both  creatures and mechanical objects.</li>
<li>A thorough understanding of animation using 3DS Max</li>
<li>Experience rigging using Puppetshop a plus</li>
<li>Experience with Morpheme or Endorphin a plus</li>
<li>Great people skills, able to work in multi-disciplinary, team  oriented environments.</li>
<li>A sense of fun.</li>
</ul>
<div>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/art/senior-animator/jobs@red5studios.com">jobs@red5studios.com</a></p>
</div>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Technical Artist</title>
		<link>http://www.red5studios.com/2010/02/technical-artist/</link>
		<comments>http://www.red5studios.com/2010/02/technical-artist/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 07:51:19 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://72.211.227.168/?p=43</guid>
		<description><![CDATA[What&#8217;s It All About
As a technical artist, you live in the world between code and  color. You love to figure out how to make a graphics engine sit up and  beg, rendering visual effects that inspire and motivate players. You are  equally comfortable whipping up a MaxScript or MEL  script, as [...]]]></description>
			<content:encoded><![CDATA[<h4>What&#8217;s It All About</h4>
<p>As a technical artist, you live in the world between code and  color. You love to figure out how to make a graphics engine sit up and  beg, rendering visual effects that inspire and motivate players. You are  equally comfortable whipping up a MaxScript or MEL  script, as you are jumping into HLSL to tweak  a shader.</p>
<p><span id="more-43"></span></p>
<h4>A Typical Day</h4>
<p>The game is coming along nicely, but somehow the graphical  elements could use a little tweaking to blend together in a seamless  experience. You create a plan to develop a few full-screen shaders to do  the trick. You start with saturation controls and then move on to more  ambitious techniques like tweaking the unified shader or finding an  efficient way to add film grain effects to the game.</p>
<h4>Who You Work With the Most</h4>
<p>You work closely with the graphics programmers, discussing render pipelines and their effect on artist workflow or final graphics fidelity. You collaborate with your fellow artists frequently, seeking ways to make their job easier with a few scripts, researching and developing techniques for the creation of technical assets such as dynamic grass, light rays and character shaders, and supporting the FX artist with a few custom shader or particle modules.</p>
<h4>What You&#8217;ve Done Before</h4>
<ul>
<li>Experience shipping games of high visual quality on Unreal 3 or  equivalent shader driven engines.</li>
<li>Previous experience as a technical artists with shader authoring  experience (HLSL/CG)</li>
<li>Great eye and aesthetic sense. Art background.</li>
<li>Fluency in  MaxScript, or ability to pick it up quickly</li>
<li>Great sense of efficient code and an understanding of modern  rendering pipelines</li>
<li>Great people skills, able to work in multi-disciplinary, team  oriented environments.</li>
<li>A sense of fun.</li>
</ul>
<p>Send resume and cover letter to:</p>
<p>Red 5 Studios Email: <a href="http://www.red5studios.com/en/jobs/art/technical-artist/jobs@red5studios.com">jobs@red5studios.com</a></p>
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		<title>Six hundred robots enter. One man leaves.</title>
		<link>http://www.red5studios.com/2007/10/six-hundred-robots-enter-one-man-leaves/</link>
		<comments>http://www.red5studios.com/2007/10/six-hundred-robots-enter-one-man-leaves/#comments</comments>
		<pubDate>Mon, 15 Oct 2007 01:32:01 +0000</pubDate>
		<dc:creator>Red 5</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://localhost/?p=24</guid>
		<description><![CDATA[When we say “epic battle,” what springs to mind? We’re sure each one  of you has your own short list of memorable face-offs: Kirk versus Khan;  the old man versus the sea; Dracula versus Frankenstein; maybe even  John McClane versus the German Sheriff of Nottingham in Die Hard. But as  2007 [...]]]></description>
			<content:encoded><![CDATA[<p>When we say “epic battle,” what springs to mind? We’re sure each one  of you has your own short list of memorable face-offs: Kirk versus Khan;  the old man versus the sea; Dracula versus Frankenstein; maybe even  John McClane versus the German Sheriff of Nottingham in Die Hard. But as  2007 drew to a close, the din of a new battle rang out in our office  hallways.</p>
<p>That’s right. Red 5 took on Robotron 2084.</p>
<p><a href="http://67.23.40.173/wp-content/uploads/2007/10/robotron.gif"><img class="alignnone size-full wp-image-293" title="robotron" src="http://67.23.40.173/wp-content/uploads/2007/10/robotron.gif" alt="" width="526" height="256" /></a></p>
<p><span id="more-24"></span></p>
<h4>The Quiet Before the Storm</h4>
<p>Life at Red 5 was, at one time, idyllic: developers and designers  scampering through the hallways, drinking from crystalline brooks,  designing a killer video game—you know, the typical pastoral idyll of a  game studio.</p>
<p>But peace could not last. On a cold, gray morning in October of  2006, Aaron Hightower issued a challenge to the tribe: within the next  twelve months, the first person to score one million points on  Robotron’s maximum difficulty (see below) would receive one thousand  dollars from him.</p>
<p>To sweeten the pot, Red 5 promptly matched the bounty. The game’s  creator, Eugene Jarvis, even offered a bottle of wine from his own  vineyard. Cash? Free alcohol? The temptation was too great. Cubicle  gladiators hailing from as far away as, well, the reception area lined  up to meet the challenge. Prospective heroes lined up to rescue Mommy,  Daddy and Mikey from the scurrilous Hulks and Brains. Each effort was  more valiant than the last, but in vain. The closest score was John  Robinson’s impressive 600,000 points, but Hightower’s challenge was  still unmet, and its prize still unclaimed. Hightower was beginning to  fear that he would have to stand alone as a Robotron ‘millionaire’,  doomed to eventually fall to the infinite Robotron hordes…</p>
<p>But in the eleventh hour, John Robinson re-entered the ring. His  fingers moved like lightning, and countless bodies of Enforcers and  Progs collected at his feet. When the dust settled, his score was  1,008,175, and Red 5 had found its champion. A champion who was two  thousand dollars (and one giant check) richer.</p>
<p>Congratulations, John!</p>
<p>By “maximum difficulty” on Robotron 2084, we mean difficulty set to  10, three lives to start, and an extra life every 25,000 points.</p>
<p>Kneel before Zod, baby.</p>
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